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Messages - Theforeshadower

Pages: [1] 2 3 ... 171
Graphics / Re: Custom Link 3D Model - Final Project for a 200 level course
« on: December 11, 2019, 12:31:22 am »

Contains 2 low poly FBX
High Poly OBJ
Maya file with rigging in the kneeling pose. Controls are all there so it isn't hard to pose it.  Just grab a control and let loose.

Graphics / Custom Link 3D Model - Final Project for a 200 level course
« on: November 18, 2019, 02:44:59 pm »

https://imgur.com/a/XTTfwPx - Complete Gallery
Been posting updates on the ZFGC Discord - https://discord.gg/GtQB78Q

This is due on Dec 11 2019, so I have plenty of time.

We are using a combination of zbrush, maya, and Unity(or however way we want to display the model in an environment other than Maya/zbrush).
So far, I am still using zBrush at this point.  I was going to try my hand at the Zelda II Link from concept art but I am not confident enough with
the lack of turn around sheets for him.

I found this one on pininterest/devianart which looks like a nice turn around sheet for Link based on the Oracle series(to me anyway).
I am sure I have put a good 8 hours into this.  We have not had any real zBrush training or teaching.  They showed us a few things and
told us to just "do it".  We were taught a good deal of Maya so the idea is to learn zbrush ourselves to see how we handle it then do all the
fine tuning and texturing in Maya.

The biggest factors for grading are going to be rigging and pose from what I understand.  Anyway, this is sitting at around 120k polygon count right now.
The upper half of the body is the largest impact right now.  I feel that once I have blocks out the way I want, I will be doing more with textures and UVs to
simulate the same look with a much lower poly count.

Graphics / Re: Useful Info
« on: January 04, 2019, 02:34:06 pm »
Updated this a bit.

Entertainment / Mega Man 11 PC Normal Any% Speedrun Grinding
« on: October 03, 2018, 06:05:46 pm »
Been grinding Mega Man 11 Steam version since release.  Currently on a 1:13:50 1:03:00 57:37 time. 

https://www.twitch.tv/videos/318601548 0:57:37
https://www.twitch.tv/videos/318356673 1:03:00
https://www.twitch.tv/videos/317956295 1:13:50

Warning:contains swearing and rage :<  Really sucks to miss jumps and such. 
Much to improve on.  I am pretty sure I can catch calebhart52 as I now know the boss fights a bit better as well as the Wily fight.


The game overall is good.  However, I don't think it makes a good main Mega Man title.  The plot is completely detached from the ongoing storyline of the main titles(there is definitely loose continuity between all the main titles) and feels very Saturday morning anime.  Again, it is a good title, just not "Mega Man 11" to me.

Anyway, I will continue to grind this out to catch top on leaderboards.  :>

Updates / Re: NCFC 2018 dates announced
« on: August 30, 2018, 08:30:51 pm »
I am hoping to get Zelda II back into development.  My goal for NCFC would be to have Parapa completely well rounded and feeling like a real dungeon.

Entertainment / Link to the Past Randomizer Streaming
« on: April 27, 2018, 01:05:24 am »

Started streaming again.  Hit a count of 9 viewers which is awesome as I haven't streamed in a year and they were all returnees except one new guy!
I will be swapping back and forth between Terror from the Deep and LTTP Randos every night.

Guys are welcome to come hangout anytime!

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: January 05, 2018, 02:36:16 am »
I still have it.  Haven't had any messages from Big N about it.  Just some more important stuff came up, but expect some updates in the coming weeks. :)


Found this the other day.  Proves extremely useful and easy to use for swapping colors for tunics, weapons, etc. in Zelda fangames.
Although Pixelated_Pope doesn't exactly say how to implement in a project, the best way I found was to create a Parent Object that has a default palette and necessary variables.

So, put everything you need in a Create Event for a Parent Object.

Next, place palette codes(and script calls) in a Draw Event for the Parent.

If you need to override the defaults or Draw, call event_inherited(); first in the child object, then place code for that specfic object after.
The palettes is completely upto you how you want to layout colors.  They have to be descending per image with addition columns that you want to cycle through.  All you have to do is place colors you want to swap in the same row.

The infamous black outline on sprites could always be the first color.  If you want to change it to orange, the point 0,0 in the palette sprite would be black then point 1,0 would be your flavor of orange.  If you wanted a green, point 2,0 in the palette sprite would be your flavor of green and so on.

If you have colors you want to keep between palettes, just copy/paste to the next column.
Anyway, credit to Pixelated_Pope at GMC. 

He claims it is free to use for any type of project.  Don't claim as your own.  Pay the man if you find it useful.  I left the other scripts for tiles, saturation, etc. in the GMZ.


Graphics / Re: Beginner Rigging - Smash Bros. Link Model
« on: November 22, 2017, 07:24:15 pm »

Rigged the Link model from Smash Bros on N64.  Hands are a little goofy but still came out decent.  Has shield and sword.
Again, it is a blend file.

Graphics / Beginner Rigging - Adult Link Low Poly OoT Model
« on: November 18, 2017, 06:07:00 am »
In attachments.  Contains the low poly 3d model of Link from Ocarina of Time with my beginner level rigging on it.
I would for someone with more knowledge to fix the rigging a bit so that it poses better without piece protruding through each other.

It is a .blend file(what....I love free software!).

Tried to pose it in a starting to run frame

Anyways, would love to get involvment with this so that ZFGC can have something most(if any) resource website does not have: an archive of working rigged models from the 3d titles!
Credits to tSR for the model, btw.

Other Projects / ENGINE 7 - Version 0.1
« on: November 13, 2017, 10:38:54 pm »

Mostly Mega Man VII with a touch of older titles as well as some original techniques.  Not Capcom approved.  Done for learning purposes.

Created as an off-shoot of my Zero Engine, I wanted to see just how flexible Zero Engine is.  This is the result.  I spent a few hours on this. 
I really enjoy the direction it is going, so I believe it is time to make a release to let people break it as I am sure there are glitches.

<a href="http://www.youtube.com/watch?v=VIuBYN1FblA" target="_blank">http://www.youtube.com/watch?v=VIuBYN1FblA</a>

Version 0.1 Features:
-Buster Shooting and Charging
(Really neat thing is that it uses vertex shaders)
-Health System
-Damage System
-Wily Fortress System
-Respawn/Death System
-16:9 Resolution (480 x 272)
-remixes by TheLegendofRenegade(does some nice MM Genesis stuff)

-Enter to pick a selection
-WASD act as directional keys
-J to fire/charge Buster
-K to jump/slide
-L to force slide if you prefer a separate key
-O to force take 10 damage


No, I am not changing input anytime soon.  It has zero priority right now as the setup I am running works for me. 
Will be changed to a global changeable input system(running off an ini) later.

No, this is not going to be a perfect Mega Man 7 engine.  I am putting my own little spin on it. 
If it bothers you, go play Mega Man 7 - it's a nice game.

"Why are you doing this like xxxxxxx?" Read the previous statement. :)

"When are you releasing the source?" As soon as I get the code commented in a way that anyone could follow along. 
Right now, it just has basic stuff like "//Jumping !@#$%" or "//reset globals" which just helps me jump around like an index.

Go buy some damn Mega Man games to convince Capcom the franchise isn't dead.
I think I have almost bought every NA virtual release I can get. 
Buying used cartridges/discs does nothing except grow a collection.

Discussion / Re: Zelda PC fan game from 1997/98
« on: November 12, 2017, 02:37:01 am »

Discussion / Re: Zelda PC fan game from 1997/98
« on: November 11, 2017, 04:25:53 pm »

Graphics / Re: Some creations Zelda and stuff
« on: October 17, 2017, 02:44:03 pm »
Out of curiosity, do you have any sheets of Link actually animated or just the static standing image?
Everything is looking really great, just wondering if you are doing any animating.

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: October 13, 2017, 03:40:47 pm »
Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece

Graphics / Re: Some creations Zelda and stuff
« on: October 05, 2017, 10:49:04 pm »

Threw it through a filter for giggles.  I like the style, I would just like more noise or texture to it.  Just a personal flavor thing.

Zelda Projects / Re: Zelda - Ocarina of Time 2D
« on: October 03, 2017, 10:37:37 pm »
Just going to lock this thread.  Original poster can request for it to be reopened.  No reason to publically ask for a demo from a thread almost 6 months old.  Ask the author.

Graphics / Re: Some creations Zelda and stuff
« on: October 02, 2017, 03:45:21 am »
You and I should collab on a project sometime. ;)

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 30, 2017, 11:14:13 pm »
-added more or less the entirety of Rauru NPCs

Uploaded current version:

Knock yourselves out.


As you can see, fits into any LttP based fan project.
Ganpuru is literally a rip-off of Link to the Past back in 1996/97 and was released on SFC.

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